diff --git a/feed.xml b/feed.xml
index 7da1b5b..90c5709 100644
--- a/feed.xml
+++ b/feed.xml
@@ -1,4 +1,144 @@
-Jekyll2025-05-07T20:36:59-05:00https://ttrpg.theinternetvagabond.com/feed.xmlVagabond’s TTRPG SiteA collection of my tabletop roleplaying game writings.Bill NiblockThe Beasts in the East, Session 22025-05-07T00:00:00-05:002025-05-07T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-01Current Objectives
+Jekyll2025-05-15T10:34:46-05:00https://ttrpg.theinternetvagabond.com/feed.xmlVagabond’s TTRPG SiteA collection of my tabletop roleplaying game writings.Bill NiblockThe Beasts in the East, Session 32025-05-14T00:00:00-05:002025-05-14T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-02Current Objectives
+
+
Proceed to the Far Territories, and reclaim Fort Rather
+
+
+
Events
+
+
The party, re-gathered in their room in Castle Ganth, are gathered and ready
+to pursue their next objectives: asking the Count the questions from Syrup,
+and then move north is search of the scouts!
+
+
Syrup asks us to ask the Count for permission to move and camp closer and
+to resupply, to find the missing scouts, and to gather any intel on Fort
+Rather.
+
+
Some nuance about the camp: Syrup is happy to camp nearby, outside the
+city, or even in the city. Camping nearby has the least risk, but also
+the least opportunity for aiding the city. Closer, and even within the
+city, gives much greater opportunity to help out the city, but also
+greater risk of trouble. Camping in town could even let us control the
+city, through martial low, if necessary (though this is likely
+unwanted).
+
+
+
+
+
We speak with Kaldur’s fetchling in the city, trying to gather information
+from Fort Rather. He seems surprised to see us, and welcomes us in. The party
+generally doesn’t catch this, except for Stackor. We ask some questions:
+
+
Who’s in charge? To his knowledge, it’s still Van der Mere
+
How many soliders are in the fort? A skeleton crew, as most men were taken
+away with Van der Mere to fight a second invasion from the Horde
+
How many total soldiers does Van der Mere have? 2000
+
He notes there are some loyalists still, among the troops.
+
We ask again about any details of the firebombomb and assassination
+attempts. He shares that rumors are it was the populists.
+
+
+
We leave, and head to speak with Captain Ilio. We ask him about any ongoing
+troubles, and whom to speak with about camping and resupplying.
+
+
We move into the guard house to speak in private. We inform Ilio about our
+true(r) intentions with Fort Rather, and gain a bit more of his trust with
+regards to camping and resupplying. He offers to speak with the Count on
+our behalf, and will notify us of his response.
+
We ask if there’s anything we can do in the mean time. He mentions looking
+into the Count’s assassination attempts would be the greatest help.
+
+
+
We head to the market.
+
+
We first ask if there’s an alchemist in town - there is not. We learn that
+there are several alchemical items sold by several merchants in town,
+supplied by Fort Rather.
+
+
+
+
We head back to the fetchling’s house, asking him about an underground/black
+market. We inquire specifically about the alchemists’ fire and gunpowder,
+which the fetchling is quick to answer it didn’t come through the black
+market. His suspicion is that either an alchemist is in charge, or an
+alchemist is on the team behind the assassination. We conclude it does not
+sound like a populist plot.
+
+
+
We head to and investigate the Chapel of Abadar. We get the key from Randy. We
+detect no indications of wrong-doing.
+
+
We decide to head back to the Fort, for the paladins to heal more of the
+wounded. On the way, the fetchling makes himself known to some of us, and
+leaves a note behind. It is a bill of sale for a large shipment of alchemical
+glassware to the Hawkman estate, from a source in Fort Rather.
+
+
We continue to the keep. The captain meets us at the moat, and presents to
+us papers permitting us to camp and quarter at the Hawkman estate. The
+documents give explicit permissions to quarter in basically all the
+buildings.
+
The paladins get to their healing; Stackor teleports back to Syrup and
+updates him. Smokey tells people to stand aside.
+
+
Stackor provides full updates on all goings on, including details
+about the fetchling (and his potential memory problems), the
+potentially forged bill-of-sale, and the information we gathered about
+Fort Rather.
+
Syrup takes the bill of sale, and will follow-up on it
+
Syrup doesn’t trust the fetchling
+
+
+
+
+
+
Stackor teleports back to the party, and updates us on his meeting. Our next
+objective is moving north, after the missing scouts. We finish up and head
+north.
+
+
Leaving out the eastern wall, we come across the fetchling again. We talk
+about things.
+
+
The fetchling mentions to Stackor that runic magic can be twisted. This is
+apparently directly related to the resurrection of Cayden Calien,
+happening tomorrow.
+
+
+
Next week, we witness the return of a god! Hopefully…
+
+
+
Player Characters
+
+
Sir Beet, a human paladin of Iomedae (Thans)
+
Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)
+
Jen Erica von Illamage, a human wizard (Mike)
+
Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan)
+
Stackor, a dwarven wizard (James)
+
+
+
Locations
+
+
Ganth
+
+
+
NPCs and Notable Characters
+
+
Colonel Syrup, commander of the Altasian forces
+
Ignatious “Geo” Joe, an oread shaman
+
Brother Gabro, an oread monk
+
Randy Magogum, a fine man, worshipper of Abadar
+
Captain Ilio, captain of the guard of Ganth
+
A (or many) fetchling(s) in service to Kaldur Black, named “Thalactos” by Sir
+Beet
+
+
+
Other Notes
+
+
+
The fetchling offered to help Stackor be in two places at once. It would make
+sense if the fetchling was also doing this, and would explain why they
+didn’t remember things.
+
+
+
Upcoming Events
]]>Ancillary ScribeThe Beasts in the East, Session 22025-05-07T00:00:00-05:002025-05-07T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/beast-east-01Current Objectives
Proceed to the Far Territories, and reclaim Fort Rather
@@ -86,6 +226,10 @@ and then move north is search of the scouts!
Other Notes
+
+
MY BOYYYYY!
+
+
Upcoming Events
]]>Ancillary ScribeTales from the Crypt (Dragon), S5E122025-04-28T00:00:00-05:002025-04-28T00:00:00-05:00https://ttrpg.theinternetvagabond.com/journals/seventh/cryptdragon-12Current Objectives
Investigate the ethereal plane room at the Giant’s keep
@@ -809,112 +953,6 @@ heroes
-
Upcoming Events
-
-
Once we deal with Captain Skylan, we need to make haste to Torvock’s Bridge!
The party, plus Kaldur, reunite at Castle Black, and discuss the next steps:
-
-
Forces at Fort Rather are corrupted by Calcifer, and must be purged.
-Doing so will significantly reduce Calcifer’s influence over the region,
-and will make taking the Fort easier for the incoming Altasian forces.
-
-
The plan is to infiltrate the fort, kill Captain Skylan, and use
-another incineration shroud on him. Wizard Major Bridges should be in
-charge when the Altasian force moves in; if he is slain, he will
-hopefully be revived. Many ancillaries are also in the fort, and
-should be dealt with.
-
-
-
Setting a trap on Torvock’s Bridge will make killing General Van DeMere
-easier.
-
-
The plan is to negotiate with the river giants at the bridge to setup
-an ambush. Both the third army of Altae, led by several members turned
-by Calcifer, and The Horde are converging on the spot.
-
-
-
-
-
We decide to go after the fort! Kaldur gives us some resources and
-information: an address for gear to infiltrate the fort with, and a
-description of the contact he has in the town, Private Mayonayse; and a fire
-shroud for incinerating Captain Skylan’s body.
-
-
We travel by phantom steed to Fort Rather. We disguise ourselves to get
-into the town, and make our way to the address for our infiltration gear.
-
After grabbing the uniforms, Sir Oliver has a side-quest to do, and we all
-head to the Arcane Brotherhood Tower. Sir Oliver does what he needs to do,
-and we all head back to the address.
-
We decide to track down Private Mayo. Sir Oliver and Wondermitch head out
-to town, while the rest of us remain at the address. Wondermitch does
-eventually spot him, and makes contact.
-
Mayo stops by the address, and discusses our options: replace the
-soldiers responsible for a horse feed shipment; alternatively, forge entry
-papers. We decide on option. We will head south, find the soldiers
-responsible, bribe them, and take over responsibilities. They would likely
-assume we’re trying to smuggle something in.
-
-
A reasonable bribe is 30 gp per head
-
Holy water is a common item to smuggle in; it’s used by some of the
-guards to bless themselves at night.
-
We will approach them in uniform; there are enough guards at the fort
-that none of them know everyone.
-
-
-
We leave at first light, heading south. We disguise ourselves, and
-eventually come across 3 tieflings leading a pack mule. We bribe them,
-take the papers and the mule, and make to the feed store. The farmer takes
-our names, loads the feed, and we depart back for the fort.
-
-
-
Next time, we pick up with infiltration and combat at Fort Rather!
-
-
-
Player Characters
-
-
Gadafthree, a mythic tengu summoner, bearer of the mantle of the caller of the
-deep (Bill)
-
Wondermitch, a mythic human sorcerer, bearer of the mantle of the star-born
-(Thans)
-
Sir Oliver Withatwist, a mythic fetchling warpriest, bearer of the mantle of
-the velvet blade (Dan)
-
Duke “Boss” Dukes, a water fae rake (Mike)
-
O’Shea Jackson, a Winter Court fae swashbuckler-thug (James)
-
-
-
Locations
-
-
Baron Black’s Castle
-
-
-
NPCs and Notable Characters
-
-
Baron Kaldur Black, a mythic fae arcane trickster, bearer of a mantle of
-heroes
-
-
-
Other Notes
-
-
Our fake names:
-
-
Gad Green (Gad’af Sree)
-
Private Murphy (OJ)
-
Private Boss (Dukes)
-
Private Poopy Corn (Twistfuck)
-
Private Wandermuch (Wondermitch)
-
-
-
-
Upcoming Events
Once we deal with Captain Skylan, we need to make haste to Torvock’s Bridge!
@@ -530,6 +534,10 @@ and then move north is search of the scouts!
Other Notes
+
+
MY BOYYYYY!
+
+
Upcoming Events
@@ -538,6 +546,8 @@ and then move north is search of the scouts!
+
+
@@ -553,6 +563,10 @@ and then move north is search of the scouts!
Journal Index
+
+ Next
+
+
diff --git a/journals/seventh/beast-east-02.html b/journals/seventh/beast-east-02.html
new file mode 100644
index 0000000..0b43e2f
--- /dev/null
+++ b/journals/seventh/beast-east-02.html
@@ -0,0 +1,618 @@
+
+
+
+ The Beasts in the East, Session 3
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Current Objectives
+
+
Proceed to the Far Territories, and reclaim Fort Rather
+
+
+
Events
+
+
The party, re-gathered in their room in Castle Ganth, are gathered and ready
+to pursue their next objectives: asking the Count the questions from Syrup,
+and then move north is search of the scouts!
+
+
Syrup asks us to ask the Count for permission to move and camp closer and
+to resupply, to find the missing scouts, and to gather any intel on Fort
+Rather.
+
+
Some nuance about the camp: Syrup is happy to camp nearby, outside the
+city, or even in the city. Camping nearby has the least risk, but also
+the least opportunity for aiding the city. Closer, and even within the
+city, gives much greater opportunity to help out the city, but also
+greater risk of trouble. Camping in town could even let us control the
+city, through martial low, if necessary (though this is likely
+unwanted).
+
+
+
+
+
We speak with Kaldur’s fetchling in the city, trying to gather information
+from Fort Rather. He seems surprised to see us, and welcomes us in. The party
+generally doesn’t catch this, except for Stackor. We ask some questions:
+
+
Who’s in charge? To his knowledge, it’s still Van der Mere
+
How many soliders are in the fort? A skeleton crew, as most men were taken
+away with Van der Mere to fight a second invasion from the Horde
+
How many total soldiers does Van der Mere have? 2000
+
He notes there are some loyalists still, among the troops.
+
We ask again about any details of the firebombomb and assassination
+attempts. He shares that rumors are it was the populists.
+
+
+
We leave, and head to speak with Captain Ilio. We ask him about any ongoing
+troubles, and whom to speak with about camping and resupplying.
+
+
We move into the guard house to speak in private. We inform Ilio about our
+true(r) intentions with Fort Rather, and gain a bit more of his trust with
+regards to camping and resupplying. He offers to speak with the Count on
+our behalf, and will notify us of his response.
+
We ask if there’s anything we can do in the mean time. He mentions looking
+into the Count’s assassination attempts would be the greatest help.
+
+
+
We head to the market.
+
+
We first ask if there’s an alchemist in town - there is not. We learn that
+there are several alchemical items sold by several merchants in town,
+supplied by Fort Rather.
+
+
+
+
We head back to the fetchling’s house, asking him about an underground/black
+market. We inquire specifically about the alchemists’ fire and gunpowder,
+which the fetchling is quick to answer it didn’t come through the black
+market. His suspicion is that either an alchemist is in charge, or an
+alchemist is on the team behind the assassination. We conclude it does not
+sound like a populist plot.
+
+
+
We head to and investigate the Chapel of Abadar. We get the key from Randy. We
+detect no indications of wrong-doing.
+
+
We decide to head back to the Fort, for the paladins to heal more of the
+wounded. On the way, the fetchling makes himself known to some of us, and
+leaves a note behind. It is a bill of sale for a large shipment of alchemical
+glassware to the Hawkman estate, from a source in Fort Rather.
+
+
We continue to the keep. The captain meets us at the moat, and presents to
+us papers permitting us to camp and quarter at the Hawkman estate. The
+documents give explicit permissions to quarter in basically all the
+buildings.
+
The paladins get to their healing; Stackor teleports back to Syrup and
+updates him. Smokey tells people to stand aside.
+
+
Stackor provides full updates on all goings on, including details
+about the fetchling (and his potential memory problems), the
+potentially forged bill-of-sale, and the information we gathered about
+Fort Rather.
+
Syrup takes the bill of sale, and will follow-up on it
+
Syrup doesn’t trust the fetchling
+
+
+
+
+
+
Stackor teleports back to the party, and updates us on his meeting. Our next
+objective is moving north, after the missing scouts. We finish up and head
+north.
+
+
Leaving out the eastern wall, we come across the fetchling again. We talk
+about things.
+
+
The fetchling mentions to Stackor that runic magic can be twisted. This is
+apparently directly related to the resurrection of Cayden Calien,
+happening tomorrow.
+
+
+
Next week, we witness the return of a god! Hopefully…
+
+
+
Player Characters
+
+
Sir Beet, a human paladin of Iomedae (Thans)
+
Sir Tern Ipswitch, a human paladin of Ragathiel (Bill)
+
Jen Erica von Illamage, a human wizard (Mike)
+
Burren “Smokey” Blunt, aka Bat-Man, but in the bat language, so like a bunch of “eee eee” and stuff (Dan)
+
Stackor, a dwarven wizard (James)
+
+
+
Locations
+
+
Ganth
+
+
+
NPCs and Notable Characters
+
+
Colonel Syrup, commander of the Altasian forces
+
Ignatious “Geo” Joe, an oread shaman
+
Brother Gabro, an oread monk
+
Randy Magogum, a fine man, worshipper of Abadar
+
Captain Ilio, captain of the guard of Ganth
+
A (or many) fetchling(s) in service to Kaldur Black, named “Thalactos” by Sir
+Beet
+
+
+
Other Notes
+
+
+
The fetchling offered to help Stackor be in two places at once. It would make
+sense if the fetchling was also doing this, and would explain why they
+didn’t remember things.
@@ -493,6 +497,8 @@ ready to jump through the literal and figurative portal to their objective!
+
+
diff --git a/journals/seventh/cryptdragon-09.html b/journals/seventh/cryptdragon-09.html
index e4c15b5..1f09a11 100644
--- a/journals/seventh/cryptdragon-09.html
+++ b/journals/seventh/cryptdragon-09.html
@@ -28,6 +28,10 @@
@@ -537,6 +541,8 @@ in, and finds a Ring of Mind Shielding.
+
+
diff --git a/journals/seventh/cryptdragon-10.html b/journals/seventh/cryptdragon-10.html
index 979c023..5c5805e 100644
--- a/journals/seventh/cryptdragon-10.html
+++ b/journals/seventh/cryptdragon-10.html
@@ -28,6 +28,10 @@
Our Most Recent Adventure: The Beasts in the East, Session 2
+
Our Most Recent Adventure: The Beasts in the East, Session 3
Current Objectives
@@ -486,62 +490,104 @@
Events
-
The party meets with Captain Ilio at the gate to Castle Ganth, and we learn
-about the current status of the scouts.
-
-
We talk with some guards, and got some details about the northern towns,
-and why everyone is injured. There are consistent attacks from ogres on
-the northern towns, and the count is dedicating protections.
-
We gather some information from some bar patrons about the general vibes
-about the count and his assassination. The folks of Ganth, and to the
-north, are in favor. The rural areas to the south are less in favor.
-
Stackor sends Syrup an update.
-
The party notices a fetchling staring us down at the bar, and Stackor
-wanders over to speak with them
-
-
He reveals himself to be a representative/agent of Baron Black, and
-offers us information about region, the current climate, and some
-advice.
-
-
The assassination may have been by the populists or cults in the
-city
-
Calcifer has not messed with Ganth
-
The ogres to the north have rallied behind a king named Mookdoo
-
All healers are being targeted and killed in the city, even those
-in favor of Calcifer
-
-
-
-
-
-
-
In the evening, we are escorted to the castle by Ilio to dine with the count.
-The count shows obvious wounds, but the scouts are present. We dine, and
-discuss affairs.
-
-
The count suspects one called Hawkman was behind the assassination
-attempts, a rancher to the south. The count is very disturbed and angry
-about the entire event.
-
After the meeting, a servant gives us a few more details on the current
-issues, and directs us to our chambers in the fort for the evening.
-
-
One of the healers, a priest of Abadar, apparently exploded in the
-chapel of Abadar. The other healers apparently just disappeared.
-
-
-
-
-
Stackor teleports back to Syrup to check-up, with one of the scouts. Sirs
-Beet and Tern take up Count-guarding duties.
+
The party, re-gathered in their room in Castle Ganth, are gathered and ready
+to pursue their next objectives: asking the Count the questions from Syrup,
+and then move north is search of the scouts!
Syrup asks us to ask the Count for permission to move and camp closer and
to resupply, to find the missing scouts, and to gather any intel on Fort
-Rather.
+Rather.
+
+
Some nuance about the camp: Syrup is happy to camp nearby, outside the
+city, or even in the city. Camping nearby has the least risk, but also
+the least opportunity for aiding the city. Closer, and even within the
+city, gives much greater opportunity to help out the city, but also
+greater risk of trouble. Camping in town could even let us control the
+city, through martial low, if necessary (though this is likely
+unwanted).
+
+
-
The party, re-gathered in their room in Castle Ganth, are gathered and ready
-to pursue their next objectives: asking the Court the questions from Syrup,
-and then move north is search of the scouts!
+
We speak with Kaldur’s fetchling in the city, trying to gather information
+from Fort Rather. He seems surprised to see us, and welcomes us in. The party
+generally doesn’t catch this, except for Stackor. We ask some questions:
+
+
Who’s in charge? To his knowledge, it’s still Van der Mere
+
How many soliders are in the fort? A skeleton crew, as most men were taken
+away with Van der Mere to fight a second invasion from the Horde
+
How many total soldiers does Van der Mere have? 2000
+
He notes there are some loyalists still, among the troops.
+
We ask again about any details of the firebombomb and assassination
+attempts. He shares that rumors are it was the populists.
+
+
+
We leave, and head to speak with Captain Ilio. We ask him about any ongoing
+troubles, and whom to speak with about camping and resupplying.
+
+
We move into the guard house to speak in private. We inform Ilio about our
+true(r) intentions with Fort Rather, and gain a bit more of his trust with
+regards to camping and resupplying. He offers to speak with the Count on
+our behalf, and will notify us of his response.
+
We ask if there’s anything we can do in the mean time. He mentions looking
+into the Count’s assassination attempts would be the greatest help.
+
+
+
We head to the market.
+
+
We first ask if there’s an alchemist in town - there is not. We learn that
+there are several alchemical items sold by several merchants in town,
+supplied by Fort Rather.
+
+
+
+
We head back to the fetchling’s house, asking him about an underground/black
+market. We inquire specifically about the alchemists’ fire and gunpowder,
+which the fetchling is quick to answer it didn’t come through the black
+market. His suspicion is that either an alchemist is in charge, or an
+alchemist is on the team behind the assassination. We conclude it does not
+sound like a populist plot.
+
+
+
We head to and investigate the Chapel of Abadar. We get the key from Randy. We
+detect no indications of wrong-doing.
+
+
We decide to head back to the Fort, for the paladins to heal more of the
+wounded. On the way, the fetchling makes himself known to some of us, and
+leaves a note behind. It is a bill of sale for a large shipment of alchemical
+glassware to the Hawkman estate, from a source in Fort Rather.
+
+
We continue to the keep. The captain meets us at the moat, and presents to
+us papers permitting us to camp and quarter at the Hawkman estate. The
+documents give explicit permissions to quarter in basically all the
+buildings.
+
The paladins get to their healing; Stackor teleports back to Syrup and
+updates him. Smokey tells people to stand aside.
+
+
Stackor provides full updates on all goings on, including details
+about the fetchling (and his potential memory problems), the
+potentially forged bill-of-sale, and the information we gathered about
+Fort Rather.
+
Syrup takes the bill of sale, and will follow-up on it
+
Syrup doesn’t trust the fetchling
+
+
+
+
+
+
Stackor teleports back to the party, and updates us on his meeting. Our next
+objective is moving north, after the missing scouts. We finish up and head
+north.
+
+
Leaving out the eastern wall, we come across the fetchling again. We talk
+about things.
+
+
The fetchling mentions to Stackor that runic magic can be twisted. This is
+apparently directly related to the resurrection of Cayden Calien,
+happening tomorrow.
+
+
+
Next week, we witness the return of a god! Hopefully…
Player Characters
@@ -562,11 +608,21 @@ and then move north is search of the scouts!
Colonel Syrup, commander of the Altasian forces
Ignatious “Geo” Joe, an oread shaman
+
Brother Gabro, an oread monk
Randy Magogum, a fine man, worshipper of Abadar
+
Captain Ilio, captain of the guard of Ganth
+
A (or many) fetchling(s) in service to Kaldur Black, named “Thalactos” by Sir
+Beet
Other Notes
+
+
The fetchling offered to help Stackor be in two places at once. It would make
+sense if the fetchling was also doing this, and would explain why they
+didn’t remember things.
+
+
Upcoming Events
@@ -776,6 +832,8 @@ and then move north is search of the scouts!
+
+
@@ -784,7 +842,7 @@ and then move north is search of the scouts!
- Previous
+ Previous
diff --git a/journals/seventh/life-and-death.html b/journals/seventh/life-and-death.html
index 34c704a..9606733 100644
--- a/journals/seventh/life-and-death.html
+++ b/journals/seventh/life-and-death.html
@@ -28,6 +28,10 @@